Commit Graph

1952 Commits (92ed1537a0e79facded3c81f50f7767962d70d6f)

Author SHA1 Message Date
Maikel de Vries 47ce50d364 status symbol category none instead of vehicle 2015-11-29 11:45:02 +01:00
Maikel de Vries 7a8de4fc55 fix power loss bug when producer moves out of base area (#1447) 2015-11-28 18:05:17 +01:00
Maikel de Vries 004bd3c59e move structure related libraries to separate subfolder 2015-11-28 15:40:25 +01:00
David Dormagen 4f78bf80c6 boompack: hit objects mid-air after rider jumped off (#1449)
This increases the military power and doesn't look as weird: after jumping off, the boompack will explode on IsProjectileTarget or OCF_Alive (like a normal arrow).
OnProjectileHit is called so that e.g. balloons still pop even if the explosion might not damage them.
2015-11-27 20:21:34 +01:00
David Dormagen b7f72085ff stone door: dig free on movement & particles when destroyed (#1443) 2015-11-26 21:08:20 +01:00
David Dormagen 95285c6f9e pump: added info about state to interaction menu
The pump is rather complex. This should allow for (new) players to figure out faster whether e.g. the drain pipe is clogged (as opposed to them doing anything wrong).
2015-11-25 12:05:26 +01:00
David Dormagen ebc9395220 fuzzy logic: added DumpCache debug function
This can be helpful to see why the observed behavior is triggered in some cases (e.g. why a fish swims straight into a wall (hint: because the wall was left AND right)).

DumpCache() can be used like so:
var brain = FuzzyLogic->Init();
// ..do stuff
brain->DumpCache();
2015-11-25 11:02:54 +01:00
David Dormagen a20b9568d9 adjusted fish behavior (#1319)
The main difference is now that the check for walls is only done closer to the fish and, to compensate lacking foresight, walls trigger stronger intention to turn.
Additionally, wall vision works slightly differently now, because it's not one vision set (angle) but two distance sets (left: close/far, right: close/far). This
should enable a wall being both left and right (e.g. when swimming in a tunnel) and hopefully lead to a bit straighter trajectory in such cases.

Also, fishes now don't swim 100% straight when they have no sensory input. That looked rather strange in a huge ocean.
PPS: also reduced slimness of fish. Very slim fish looked stupid.
2015-11-25 11:02:54 +01:00
David Dormagen 8ad1ccf633 compensator: made sparkle prettier 2015-11-24 23:24:09 +01:00
David Dormagen 72f7ea9c1e buy menu: always properly refresh when money becomes available & slight color change of wealth bar (#1457) 2015-11-23 20:07:32 +01:00
David Dormagen 02015cb610 interaction menu: properly call/remove menu entry callbacks when readding/removing items 2015-11-23 20:06:25 +01:00
David Dormagen d3bc228f9b interaction menu: added callback when viewing objects (e.g. for chest opening animation) (#1450)
OnContentMenuOpen is not used anymore.
There is a small issue: the callback is also done when the object can actually not be interacted with (e.g. because it's hostile / unfinished). Gotta think about that. But this should solve all our issues for now.
2015-11-22 22:37:58 +01:00
David Dormagen 2c5d0c6600 producer: stop infinite items jamming the production
When CheckAllComponentsForProduct returned true, but the item could still not be produced (due to missing water etc.), Produce would fail but the queue would not be cycled.
Now CheckAllComponentsForProduct is gone (why was it there anyway?) and if anything happens in Produce, the queue is cycled.
2015-11-22 22:12:13 +01:00
Sven Eberhardt e7a3878406 Fix AI stuck in aiming animation when shooting was cancelled by another AI command. 2015-11-22 14:47:13 -05:00
David Dormagen d21fb63a3b Library_Stackable: properly update stack count in inventory bar
Previously, using a javelin stack would not lower the displayed stack number in the inventory bar.
2015-11-22 11:37:26 +01:00
Maikel de Vries b1228bea2f additional power system test for bug #1447 2015-11-22 11:34:24 +01:00
David Dormagen fb32270106 various foodstuff: handle ControlUse properly
Otherwise other things might happen after consumption. Like, collecting rocks.
2015-11-22 11:18:59 +01:00
David Dormagen 0fc114c075 prevent rolling against movement direction
Previously, you would roll on landing when you had a movement key pressed. However, you would roll into your current direction even if you had the opposite movement key held down. This was one of the remaining possibilities of rolling into the void and being frustrated afterwards because the controls sucked.
2015-11-22 11:13:18 +01:00
David Dormagen 7d6c57c1d2 dynamite box: replace numeric stick count with custom overlay
The box actually does have different images for different stick counts. It's just not very visible there. And the old numbers were obstructed by the stack count anyway.
2015-11-22 11:04:54 +01:00
David Dormagen d7db8a9707 fixed dangling custom overlays
Custom overlays would only be closed when the object was changed. This was not apparent for the loam, because the new overlay would always completely obstruct the old one.
But with the dynamite box displaying the sticks, the old ones never disappeared.

Now the custom overlay is explicitely closed and the update is also done if the slot previously had a custom overlay and no has none.
2015-11-22 11:03:43 +01:00
David Dormagen 601e0e7856 fixed nil access when stacking objects with custom overlay
Line 954 would try to set the stack count text but the structure of the UI windows differed from the normal ones. So things would break.
2015-11-22 11:01:56 +01:00
Maikel de Vries 9d88a259a2 fix flickering of sky in time object 2015-11-22 09:28:53 +01:00
Maikel de Vries 2be6988829 fix updating of time object when set by script 2015-11-21 21:25:16 +01:00
Maikel de Vries 338f3bca9d change airplane id (Plane -> Airplane)
This is for a better distinguising between the Plane property and the airplane
2015-11-21 20:53:19 +01:00
Maikel de Vries d63015065c fix script runtime errors in pipe 2015-11-21 19:32:15 +01:00
Sven Eberhardt b52686a6a7 Fix nil array access when opening interaction menu for unfinished or hostile structures. 2015-11-20 20:59:36 -05:00
Sven Eberhardt 85b739ce1f Fix nil pointer access in basement placement script. 2015-11-20 20:50:26 -05:00
Sven Eberhardt 619cce13ba Fix script error when power levels vary while sawmill (and some other producers) have an active queue but no active production. 2015-11-20 18:36:06 -05:00
David Dormagen c247d6f145 added new chest model + alternative skins
The chest is a pretty important object and something a player sees over and over again. This patch adds some detail to the mesh which should look better with the new lighting we have. Additionally, the texture's resolution has been bumped up a little.
2015-11-20 20:05:53 +01:00
David Dormagen d8ec703f82 dynamite: update description to hint at special use
I just saw a let's play where the player had no clue that the real benefit of the dynamite was accurate mining by sticking it into the ground.
This should make it easier for new players to figure out this specialty. Also, we need to get rid of the notion that "Description" means "Funny Flavour Text". We also need to get rid of having TWO descriptions (aka "UsageHelp").
2015-11-19 18:24:58 +01:00
David Dormagen f7c50ef82d iron bomb: force throw when fused
While not 100% in line with the default behavior (right click = throw), throwing the bomb is basically the ONLY thing you will want to do after fusing it.
So, this change will probably prevent some unecessary suicides especially by new players and thus reduce possible frustration.
2015-11-19 18:21:42 +01:00
David Dormagen a63e53fcd5 zap: randomized pitch of sound 2015-11-14 15:36:27 +01:00
David Dormagen eb2b18457e roll: only roll while direction key is held down
This means that you start a roll currently with walking left/right and tapping [down]. OR falling a great height and just holding left/right when landing. When you let go of left/right, you will instantly walk again. This reduces the possibility of the players rolling into an abyss.
2015-11-14 14:58:02 +01:00
David Dormagen 215c83c79b interaction: allow objects to be at a rect around the Clonk instead of just at the center
This allows to e.g. repair bridge segments on which you stand or interact with other objects that are shorter than half your height.
2015-11-12 10:18:45 +01:00
David Dormagen d82247d86e chippie: fixed German description 2015-11-12 10:17:17 +01:00
David Dormagen a8f7dc6c5e moss: renamed dry moss to "Dry Moss" and fixed stacking dry and wet moss
This gives the player at least SOME feedback about why one can be used as fuel and the other can't.
2015-11-10 19:13:01 +01:00
David Dormagen e29028457e fixed count display of stackable objects
The count was displayed twice in certain situations: in the picture AND as a number.
Now the responsibility for displaying the count is solely on the menus' side. The objects only show an additional overlay when their count is infinite (to not display an arbitrary "50" there).
2015-11-10 17:32:38 +01:00
Sven Eberhardt a43103a93f Fix airplane description.
It wasn't to its property.
2015-11-08 17:14:29 -05:00
Maikel de Vries 9a9486d0fe Do not XOR booleans (Time.ocd) 2015-11-08 22:34:09 +01:00
David Dormagen cb2b189ff9 removed Library_GoldSeller
Valuables are now solely sold by putting them into the flag. This is consistent with everything else now.
2015-11-07 22:56:57 +01:00
David Dormagen 5361e0fe87 loam: indicate remaining loam in inventory menus 2015-11-07 22:40:41 +01:00
David Dormagen ad69cd9293 enabled objects to provide a custom overlay for the inventory bar and the interaction menu
This can e.g. be used for the water barrel to show the fill-level. Or by an adventure scenario to highlight quest items.
Or by third-party packs to do other cool stuff.
2015-11-07 21:20:08 +01:00
David Dormagen 712912f670 sword: fixed freezing Clonk in place when deleted during usage
When the sword was deleted while striking (or on hit), the effect that would reset the Clonk's speed was also deleted. The Clonk responded with a general inability to walk.
2015-11-07 21:20:08 +01:00
Armin 1b35755ce4 Fix blinking sky when using the time object. 2015-11-07 11:24:22 +01:00
David Dormagen 0f42015a24 pickaxe: prevent dug-out objects from hitting the Clonk for 30 frames
This should make pickaxing less frustrating as you are not interrupted EVERY TIME you dig out something.
2015-11-07 11:19:57 +01:00
David Dormagen ac8d5934b2 buffed javelin damage a bit more
Due to request from ala. 15 means that "usually" 4 javelins kill. 18 means that now 3 should be enough in most situations.
2015-11-07 10:59:39 +01:00
David Dormagen c1f183aa33 chippies: resist acid
As requested by ala because it might be beneficial to new scenario like Regeneration from CR.
2015-11-05 18:13:58 +01:00
David Dormagen 89d8c41d22 sproutberry: increased mesh size to better match size when attached 2015-11-04 20:21:59 +01:00
WinExploder 7573df69c8 Added new sprout berry graphics, normals and material
squashed:
Fixed Sprout Berry Sprite
Added new sprout berry graphics, normals and material
2015-11-04 20:15:39 +01:00
David Dormagen 507d5a2fb7 sword: increased hitting range to better match visuals
In at least one Let's Play, the player found it weird that the sword has such a short range even though it was (visually) clearly hitting the enemy. I agree.
Also, this is a (major?) sword buff of course.
2015-11-03 21:19:08 +01:00
David Dormagen e4009a683c catapult: cannot shoot yourself into solid material anymore (#1139) 2015-11-03 20:54:11 +01:00
David Dormagen adb828c9fb fixed possible nil-access
This happened to me ingame. I don't know why and I don't know how to reproduce.
So this is a quick in-place fix instead of a solution to the underlying issue of "entries" not being there.
2015-11-01 18:29:26 +01:00
David Dormagen 57b8b0a70b buffed javelin damage
The javelin was one of the hardest weapons to use and didn't even deal a lot of damage (only slightly higher than the arrow, if not less?).
It does a lot more damage now and three javelins should kill a Clonk. Test!
2015-11-01 16:42:06 +01:00
Armin 7993e16bea Change nutritional value of sprout berry and mushroom
squashed:
mushroom: simplified calculation of nutritional value
Fix mushroom nutritional value.
Change nutritional value of sprout berry and mushroom
2015-10-30 19:19:29 +01:00
David Dormagen f3f1eb10eb wheat: made only harvestable with sickle & cast particles when harvested
According to Clonkonaut (and the Library_Crop script) it has always been intended to only be able to harvest wheat with a sickle.
2015-10-30 08:28:51 +01:00
David Dormagen 4b3db94e0b sickle: search with AtRect instead of InRect to not miss wide plants
Even when standing directly over a plant, you would sometimes not harvest it because its midpoint would be out of the Clonk's rectangle. Now the Clonk only has to touch plants.
2015-10-30 08:27:44 +01:00
Armin cb4dbc3609 Foodstuff heals the Clonk over time. 2015-10-29 11:33:31 +01:00
Armin 41e2bd8d6f Fix time controller ignoring custom SkyAdjust (#1311). 2015-10-27 22:52:49 +01:00
David Dormagen 58b633bea4 fixed some HUD items disappearing on GUI_Controller->Reset() (#1415)
This is a definition call. There is no valid "this". The call should go to the fresh object.
2015-10-27 18:44:37 +01:00
David Dormagen b48bb31623 inventory menu: fixed shift+click
RemoveHoles returns the amount of items removed and works in-place. Meh.
It's not required here anyway..
2015-10-26 18:44:33 +01:00
David Dormagen 0f1b48d2c6 structures: update interaction menus when taking damage 2015-10-25 15:57:20 +01:00
Clonkonaut 0e191f2ed6 Fixed mesh rotation. 2015-10-25 14:21:30 +01:00
Clonkonaut 8b65e9f1e2 Fixed mesh material. 2015-10-25 14:21:19 +01:00
Clonkonaut a01d7572c1 Merged the three new trees and the correct normals for Coniferous2 and 3 from the milestone repository.
Tree_Deciduous into Objects
Deco_Tree_Deciduous2 into Decoration
Deco_Tree_Deciduous2 into Decoration
2015-10-25 13:43:54 +01:00
Clonkonaut b17535de4b Break rope when being shot (#1339). 2015-10-24 13:12:41 +02:00
David Dormagen 7baf2bcc1c added wealth display to the buy menu (#1425) 2015-10-24 10:44:01 +02:00
David Dormagen ffe25efdfe construction site: add missing materials to interaction menu (related to #1365 and #1364) 2015-10-23 18:49:12 +02:00
David Dormagen 5266962285 interaction menu: fix script error for sub-menus without extra_data 2015-10-23 18:49:12 +02:00
Sven Eberhardt 789f910213 Clonk 'use' control: Fix nil pointer access when target object of shelved action removes itself. 2015-10-22 23:58:15 -04:00
David Dormagen 08c51288ad added smaller variation of the piranha (new Piranha texture by Matthi) 2015-10-22 10:57:14 +02:00
Sven Eberhardt c7a0f2b580 Fix post-open grid and list menu updates when opened as standalone menus. 2015-10-21 23:56:31 -04:00
Julius Michaelis f356c9053a Invert the functionality of CNAT_CollideHalfVehicle 2015-10-21 22:15:33 +02:00
David Dormagen 0a9b3ebd70 do not force ComDir when rolling (#1395)
Rolling works via SetXDir anyway, so the ComDir change is not necessary. It would just lead to issues because the ComDir would never be reset and the Clonk would keep on walking until the next key press.
2015-10-21 09:39:10 +02:00
David Dormagen f68861b80e goal menu: update only certain properties of menu to not reset tags
The background would always be reset when the menu was updated.
2015-10-20 17:14:50 +02:00
David Dormagen 2f7a0b960c goal menu: do not have pointers to objects in the menu layout anymore (#1420)
This actually led to an infinite recursion in Mine Rescue when clicking on the goal. The goal menu would link to the goal itself which would link to the elevator -> case -> elevator -> case...
Now only layout stuff is in the layout proplists.

I noticed that with multiple goals one always gets a background. But I guess that had already been the case beforehand? Anyway, that's another issue.
2015-10-19 19:07:39 +02:00
David Dormagen 79b9a793f5 fixed not being able to transfer a carry-heavy object into "surrounding"
More a work-around than a fix. I didn't really dive into WHY the problem happened, but you'd always throw away a different item and not the CH one. Probably because either DropInventoryItem or GetItemPos does something weird, but meh..
2015-10-18 08:07:43 +02:00
David Dormagen 1bd3354086 contents menu: changed stacking logic (#1424)
Objects now stack iff CanBeStackedWith returns true. The displayed symbol is now the first object of the stack (instead of the definition).
Also fixed barrel to not overwrite the custom name just after setting it.
2015-10-17 12:09:35 +02:00
David Dormagen a5d7f08e16 close interaction menu when clicking outside
According to Pyrit, this is standard behavior of menus in other games. And as I have no strong feelings regarding that issue, here you go.
2015-10-16 17:07:33 +02:00
Maikel de Vries c2271f743a AI do not use shield on explosives 2015-10-14 20:58:52 +02:00
Maikel de Vries 70875e3465 let the AI attack hostile clonks only 2015-10-14 20:44:38 +02:00
Maikel de Vries e2c5158275 rename S2AI to AI
This in preparation for a more general AI (in the far future).
2015-10-14 20:44:38 +02:00
David Dormagen ba681c8ee4 fixed auto-pickup after using an item that destroys itself or exits the clonk
Steps to reproduce: put shovel on ground. take dynamite. stand on shovel. aim below you. leftclick. leftlick. => dynamite is planted AND shovel is collected.
2015-10-14 20:17:25 +02:00
David Dormagen e93630e083 interaction menu: added "close" button and unified layout of "minimize" and "close" buttons 2015-10-14 11:22:58 +02:00
Clonkonaut f5076cedf3 Do not change picture transformation, not necessary anymore because contents are shown in extra slot (#1147). 2015-10-13 17:32:36 +02:00
Clonkonaut b083c6454e Adjusted footstep sound to running speed (#1124). 2015-10-13 15:11:11 +02:00
Clonkonaut 03ce403002 Added gravestones to Dark Castle (#1235), minor fixes (enemy clonks' skin adjusted to gender of name). 2015-10-13 14:38:41 +02:00
David Dormagen 88d7e1209e producer: added hint to infinite production below menu 2015-10-13 07:35:04 +02:00
Clonkonaut b9da09de4e Krakatoa: Show goal icon depending on difficulty setting. 2015-10-12 22:53:42 +02:00
Clonkonaut 4443298b6d Goal icons added to Krakatoa and Chine (#1142). 2015-10-12 22:30:11 +02:00
Clonkonaut 9580c2f58c Reset clonk's action to Walk when exiting / destroyed (#1411). 2015-10-12 17:26:09 +02:00
David Dormagen 12ef9c243d producer: removed currently unused StringTbl entry 2015-10-12 09:48:29 +02:00
Clonkonaut 414adb2c1c Fix elevator case calling. 2015-10-11 22:28:17 +02:00
Maikel de Vries 8713a74ae1 introduce Place() functionality for Grass 2015-10-11 22:18:25 +02:00
David Dormagen 3258ca003b producer: use shift+click for infinite production (and the usual 'cancel' symbol to reduce the queue count by 1) 2015-10-11 18:31:40 +02:00
Clonkonaut e8ecdb0251 Fix interaction bar hotkeys. 2015-10-11 16:38:33 +02:00
Clonkonaut b9bb89945a Do not unregister producer as power consumer if queue still full (fix sawmill not continuously sawing). 2015-10-11 16:21:23 +02:00
Clonkonaut 84fb478fa2 Fixed trunk not having CreateObjectInTreetop callback.
It's a bad idea to have objects respond to library callbacks and not emulate the whole library (IsTree in this case).
2015-10-11 16:04:10 +02:00
Clonkonaut 1178d8f0ce Prevent dead clonks from sitting upright (#1358).
Also added convenient constants defining the animation slots to use for clonk animation.
2015-10-11 14:08:14 +02:00
Maikel de Vries b9699aff0f add function to dialogue to find by dialogue name 2015-10-11 09:18:45 +02:00
Clonkonaut ce505a04ae Fix creation of No Power Need Rule with uninitialized power network. 2015-10-11 00:17:01 +02:00
Clonkonaut 3c97c25301 Make big vehicles (catapult) control a double elevator but not a single one. 2015-10-11 00:16:14 +02:00
Clonkonaut 819731f78a No more (far too loud in this case) WoodHit sounds on ContactTop/Bottom. 2015-10-10 23:45:50 +02:00
Clonkonaut a69812900e Fix double elevator. 2015-10-10 23:43:21 +02:00
Clonkonaut b60cd9d1b5 Eleveator case checking pathfree for interaction. 2015-10-10 23:19:54 +02:00
Clonkonaut 070236a6de Make the elevator better at catching vehicles with ElevatorControl. 2015-10-10 23:18:23 +02:00
Randrian45 3e361c903b elevator: back weel also turns 2015-10-10 17:05:05 +02:00
David Dormagen 4964fb11ce shift+click support: used undocumented GetPlayerControlState instead of own memory for key state
One of Sven's private functions. I also renamed the control to CON_ModifierMenu1 (from CON_ModifierInventory1), because it's actually supposed to be the menu modifier in general - even if it's mapped on the inventory key.
2015-10-10 00:52:43 +02:00
Sven Eberhardt d136dc22c0 Implement landscape inflammation.
It used to create the non-existent FLAM objects from the engine. Use a script callback to a global function that creates Flame objects instead.
2015-10-09 16:24:16 -04:00
Clonkonaut 989e70ccf6 Nicer picture transformation for trees (related to #1152). 2015-10-09 14:52:08 +02:00
David Dormagen b9420ce68c added shift+click support for menus
Or more generally: added support for any modifier key for any other command without the requirement to define a new command based on the old one plus the key. This can be helpful in situations where the player commands are decoupled from the script engine control handling (e.g. with menus).
Currently Shift+Click is only used by the inventory menu to transfer all items of a certain kind.
2015-10-09 13:14:27 +02:00
David Dormagen c6c28b0778 Puka: randomized color of spots and added two possible spot-overlays
All graphics by pluto.
2015-10-08 17:24:48 +02:00
WinExploder ee52ae970e Powder keg: Updated texture 2015-10-08 10:23:59 +02:00
WinExploder 5503a5a7f7 Updated branch texture 2015-10-08 10:23:13 +02:00
WinExploder cbd068cca9 Loom: updated diffuse map 2015-10-08 10:22:23 +02:00
Clonkonaut 446db3bf0a Pitch and blue spark when hitting hard material with pickaxe. 2015-10-08 01:03:28 +02:00
Clonkonaut acec73dd51 New global const FIRE_LIGHT_COLOR. Added fire light color to various objects. 2015-10-07 23:26:03 +02:00
David Dormagen 7060ed214d coral: add randomly attached forks
As originally intended by Matthi. The attachment bones may be off, because I selected the names randomly. I did not have the .blend file and OgreMeshy would crash on me.
2015-10-07 08:27:11 +02:00
David Dormagen 1354c0fd91 split ProjectileHit up into three functions
This better reflects what the function does. "ProjectileHit" was never used solely for projectiles. Neither was everything of that callback ever needed in all places, which resulted in weird flag-parameter hacking and OnStrike-callbacks. Splitting this up also allows customizing different parts of the behavior further (i.e. tumbling) without adding a hundred parameters or flags to the original function.
2015-10-07 07:25:24 +02:00
Clonkonaut 3ec8683d45 Elevator: Use ActMap Speed, Accel, Decel. Implemented wheel animation. 2015-10-07 02:00:35 +02:00
Clonkonaut a8c85ff766 Made elevator more usable when swimming. 2015-10-07 01:10:32 +02:00
David Dormagen 2e977fdf2d renamed Trunk2 to WalkableTrunk and moved it to Environment.ocd
The "Trunk2" had nothing at all to do with the other "Trunk". It's not a tree and can't be chopped. It's not a decorative object either. It's something that the scenario designer most likely has to place on purpose.
The Vegetation.ocd folder should be kept for plants and plant-like stuff that e.g. either grows or can be chopped like a tree and fulfill not another core-role (like being a decorative bridge).

The texture can possibly be scaled down a bit. But because the WalkableTrunk has a width of 264 (x*4 = 1056), I didn't want to change that now without ingame testing.
2015-10-06 18:19:07 +02:00
Clonkonaut e1789c3251 Elevator: No more auto movement but called by interaction. 2015-10-06 15:09:14 +02:00
Clonkonaut 9f7b2fc007 ActionBar: Show description for ACTIONTYPE_EXTRA. 2015-10-06 15:08:50 +02:00
Clonkonaut 0d969e8c7a Different graphics for drain and source pipe (#1230). 2015-10-06 01:34:28 +02:00
Clonkonaut 8c88c141fa Saved without JPG artifacts. Also, sexy mustache for Alchemist. 2015-10-06 00:02:28 +02:00
Clonkonaut 48bcdc84f7 Rotate object before firing (for firing boompacks). 2015-10-05 23:46:31 +02:00
Clonkonaut 9aee7ca973 GUI_Controll_CrewBar: Do not access crew_warnings as array if objects is deleted. 2015-10-05 13:33:36 +02:00
Clonkonaut 0aab3cf4e6 Added new material textures by Nachtfalter and Matthi. 2015-10-05 02:02:36 +02:00
David Dormagen cb58bed40e fuzzy logic library: changed interface & added documentation
The interface now follows the Shape library's interface.
2015-10-04 18:38:05 +02:00
Maikel de Vries 96cf1b23f4 dialogue object: call on dialogue closed 2015-10-04 13:23:59 +02:00
Sven Eberhardt 41d394663b Auto-advance through dialogue options when they're reached multiple times.
This is so you can just fast-forward through long dialogues (e.g. because you've reached them before) by hammering space without getting caught in loops.
2015-10-03 23:16:33 -04:00
Sven Eberhardt c0222974dc Fix transfer from surroundings to container using interaction menu. 2015-10-03 22:26:10 -04:00
Sven Eberhardt acc14ec7c9 Don't show HUD in NO_OWNER viewports (#1414). 2015-10-03 20:49:17 -04:00
Clonkonaut 986917ce13 Crops: Fix endless loop in WaterCheck. 2015-10-04 01:38:24 +02:00
Clonkonaut 60d521836e Wheat: Fix shape & animation. 2015-10-04 01:38:05 +02:00
Maikel de Vries 2bda4c56e8 make clock gui use script menus 2015-10-03 19:51:08 +02:00
Armin Burgmeier b8ed577c0f Rotate the OGRE coordinate frame by 90 degrees in X
Also rotate all meshes backwards so that everything keeps working. This should
make it more convenient for modellers to create new meshes.
See http://forum.openclonk.org/topic_show.pl?pid=29410#pid29410.
2015-10-03 11:39:08 -04:00
Peter Wortmann cf4ed1b0b7 Shiny materials, shader reorganisation
This implements the proposal made in the forum for "shiny" materials -
material can now determine the angle at which the most light is reflected.
Shiny materials might set this lower to approximate a "reflection" effect,
and increase the "spottiness" at the same time. To compensate for the
lack of brightness without light, "emittance" can be used.

Not sure this is the most elegant way to model this - the "proper" way
here would be to have emittance, shading and specular as three separate
light parameters instead of molding one into the other and using the third
to compensate.

Furthermore, this reorganises shaders in a major way: We reduce the
number of shader files down to three, pushing a number of possible
configurations into preprocessor. I believe this should be easier to
understand, which for the moment trumps theoretical extensibility
benefits.
2015-10-03 15:32:39 +01:00
David Dormagen 619fc0b65a new animal: puka
Currently only walks around and randomly electrocutes you.
2015-10-03 13:54:19 +02:00
Sven Eberhardt 7211ee171f Follow view of dead clonk for two seconds before respawning with base respawner (#1390). 2015-10-03 02:23:35 -04:00
David Dormagen 910aa4efaa squid: updated behavior & added angry squid
The default squid is still friendly (with a new texture now). Setting friendly=false during Place()ment creates red, angry squids.
Being in an ink blot drains a Clonk's breath faster now (because of the panic and increased heart-rate of course).

The friendly squid texture was created by Matthi as well.
2015-10-02 18:34:48 +02:00
David Dormagen 38397aacaa bubble: fix category
The bubble is definitely not a vehicle.
2015-10-02 17:59:45 +02:00
David Dormagen c1bb8ef34d diamond: fixed graphics file name in material file 2015-10-02 17:16:59 +02:00
Sven Eberhardt 69b3b21766 Remove erroneous IsInteractable from windmill.
It doesn't seem to have an interaction. Pressing [Space] in front of the windmill would just cause a script error.
2015-10-01 23:21:24 -04:00
Sven Eberhardt bffc08c314 Diamonds: More bling when dug out and placement in arbitrary areas.
It was a bit weird when they just "appeared" so now there's also a sound.

Also added a forward for placement directly on Diamond, since sockets are their "natural" placement method.
2015-10-01 22:45:13 -04:00
Randrian45 8076075c5b added firefly and test scenario for it
squashed:
adjusted fireflies to style guidelines
* fireflys emmit light
+ added firefly and test scenario for it
2015-10-01 18:40:14 +02:00
David Dormagen e6e4f06c92 added diamond item 2015-10-01 16:35:58 +02:00
David Dormagen a8943f88d5 added squid
Model and texture by Matthi.
2015-09-30 18:31:44 +02:00
Clonkonaut bfd0bd035d Added magic energy support for 3rd party devs. 2015-09-30 10:20:20 +02:00
Clonkonaut 178e904fdd HUD redesign. Beware!
Added interaction icon to help knowing when interaction is possible.
Limited crew portraits and information to two clonks.
Added additional warnings texts for further clonks (crew count > 2).
Moved inventory from bottom to top.
2015-09-30 10:11:43 +02:00
Sven Eberhardt 8614ce46c4 Create default ambience controller in all scenarios.
Can be overloaded by providing a custom function InitializeAmbience either globally or in the Scenario proplist.
2015-09-28 20:20:31 -04:00
Sven Eberhardt aff87890e7 Fix initial ambience and music setting in sequences without cursor. 2015-09-28 16:53:14 -04:00
David Dormagen 2346745fe8 chippie finetuning
- do not attack things when under water
- can catch fire now
- reduce normal (random) chance of laying eggs, still the same amount of eggs when leeching HP
- can grow to oversize when sucking on a Clonk (large chippies look cool)
2015-09-28 19:56:12 +02:00
Sven Eberhardt 6da62d9220 Enable music resume in ambience music switcher. 2015-09-27 20:58:55 -04:00
Sven Eberhardt 8073fb3c07 Drop some fused and connected items on death when respawning with inventory. 2015-09-26 17:56:36 -04:00
Sven Eberhardt 14eea60e64 Fix fuse ignition when dynamite igniter or box falls into lava.
The delayed explosion effect introduced some bugs here.
2015-09-26 17:38:17 -04:00
Sven Eberhardt 7edf197246 Fix script error when EnemyAI on chippie tries to jump 2015-09-26 17:20:07 -04:00
Sven Eberhardt 20c226dc18 Fix chippie CornerScale movement. 2015-09-26 14:12:32 -04:00
Sven Eberhardt ae87aeea22 Add light effect to TeleGlove during use. 2015-09-25 23:59:37 -04:00
David Dormagen 439cfac129 custom GUIs: do not break text when style flag NoCrop is set and set NoCrop for HP display 2015-09-25 15:01:24 +02:00
David Dormagen a78e1fc448 disallow collection of moving objects via shift (#1386) 2015-09-25 14:05:52 +02:00
Sven Eberhardt c3579b212a Store wall mounting of torch in saved scenarios. 2015-09-24 22:12:02 -04:00
Pyrit 3ff9f7fe90 Merge branch 'master' of ssh://git.openclonk.org/openclonk 2015-09-24 22:59:08 +02:00
Pyrit c01e4ce258 Fix butterfly graphics
There were some artifacts on the edges of the butterfly. Fixed this by scaling down the UV layout, so that it doesn't touch the edges of the texture image.
2015-09-24 22:58:33 +02:00
David Dormagen 42a5b8e0fe interaction menu: reworked "surrounding" internals (#1396)
The surrounding tab now uses the standard, mainstream contents display. That means that e.g. no ugly hacks are necessary to enable the "transfer all" buttons.
Previously, the surrounding menu was completely separate and always collected into the Clonk. Now you can also just put stuff directly from your surrounding into your lorry (i.e. just take everything around you into the lorry).
2015-09-24 21:27:52 +02:00
Maikel de Vries 3519c3f1fe wipf: only jump dust when on soft surface 2015-09-24 17:31:11 +02:00
Sven Eberhardt fe5fe69ce9 Fix metal barrel collectibility.
It was probably missed during CarryHeavy conversion because it includes CarryHeavy only indirectly.
2015-09-23 23:23:55 -04:00
David Dormagen f4f9afa477 custom guis: for the Player property, distinguish between NO_OWNER and nil
NO_OWNER means the message will be visible for noone (can f.e. be used to hide a ui window). nil means the message won't have visibility restrictions. This is probably what the scripter expects.
Previously, a value of "nil" would have been read as 0. So not setting the Player property and setting it to nil would mean two different things.
2015-09-23 22:03:29 +02:00
Maikel de Vries b699b7df26 add wipf
The wipf for now has the basic functionallity, where both the model, animations and AI behaviour can be improved.
2015-09-23 16:31:53 +02:00
Maikel de Vries 197ccb1e09 fix script error in fire arrow for objects that do not catch a blow 2015-09-23 15:00:05 +02:00
Maikel de Vries 4c66cc4ad7 change time interface to remove connection between System.ocg and Objects.ocd 2015-09-22 23:31:17 +02:00
David Dormagen d4c5815173 construction site: moved tear-down-construction from [space] to E-menu 2015-09-22 18:49:08 +02:00
David Dormagen b35b1ae022 inventory: allow dropping multiple objects in one frame (f.e. through E->[move all to surrounding]) 2015-09-22 18:28:43 +02:00
David Dormagen cfa0d61e98 inventory: do not immediately pick up again when dropping via shift+throw 2015-09-22 18:22:17 +02:00
David Dormagen ed5ff63cfe inventory: allow collecting items with mouse-click when nothing in hand
This seems to be the intuition of every living being ever to have touched Clonk. You can now collect items that you click on (given that they are in range). You will however also just collect the next-best item when either not clicking on anything specific or when the item is out of range.
That means that you can use left-click as a shortcut to hitting [shift].
2015-09-22 18:05:23 +02:00
Clonkonaut ea52c9a604 Licensing information. 2015-09-22 18:02:44 +02:00
David Dormagen 745f452afb inventory: allow dropping the hand item on Shift+Throw 2015-09-21 14:21:57 +02:00
Sven Eberhardt 5b981be93c HUD: Fix extra slot display in multiplayer. 2015-09-20 20:43:12 -04:00
David Dormagen dcc5d0fe07 bucket: removed ability to place earth chunk
It was rather random whether you would place a chunk of earth or just spill the bucket. And because the spilling yielded so much more earth, placing a chunk was a waste most of the time. If we want placeable earth (which might be a good thing), we should add it to the hammer.
2015-09-20 18:32:58 +02:00
David Dormagen 0409f03a17 inventory control: allow picking up all items on shift+up 2015-09-20 18:27:19 +02:00
David Dormagen aca1bcce34 clonk: disable rolling when stuck 2015-09-20 17:53:05 +02:00
David Dormagen 7a6e8cdf90 interaction menu: simplified object-finding-logic greatly
This is mainly to get rid of IsContainerEx, because wtf.
The only reason why the categories were restricted was to prevent HasExtraSlot-objets from being found. Some C4D_Objects (or with wrong category in general) wanted to be found however. They are now found just like that.. like it was supposed to be.
2015-09-20 17:36:45 +02:00
Sven Eberhardt 26085a1824 Fix rain change from water to snow (not ice) when it's cold.
Also optimize the cloud a bit since it was the top element on the script profiler.
2015-09-19 21:22:56 -04:00
Sven Eberhardt 369be20860 Fix cloud clipping (#1404). 2015-09-19 21:22:55 -04:00
Maikel de Vries f1a6653c94 remove energy bar rule
This rule is obsolete as the HP of structures is shown in the interaction menu now.
2015-09-19 07:59:05 +02:00
Clonkonaut 1746d25dd1 Mesh graphics for wheat. 2015-09-18 19:45:52 +02:00
Clonkonaut 6a9ef8b961 New: Cotton, Cotton Seed, Cloth, Seed Library 2015-09-18 19:44:49 +02:00
Clonkonaut a2f2aff572 Fix sickle being able to harvest contents. 2015-09-18 19:42:55 +02:00
Clonkonaut e196ddcb2c Tidy up Crop Library. 2015-09-18 19:41:21 +02:00
Sven Eberhardt b746dcc1d4 Fix infinite coconut jump (#1388).
Hit is called after force redirection so resetting xdir to its pre-hit value is a bad idea.
2015-09-17 22:38:29 -04:00
Sven Eberhardt af5302b949 Fix insect swarm and boiling lava scenario saving. 2015-09-17 21:59:05 -04:00
Sven Eberhardt c466fd6257 Remove some dead files. 2015-09-17 18:39:25 -04:00
Clonkonaut c1d87dd971 Added random value to Seed timer to prevent possible calculation spikes in key frames. 2015-09-18 00:00:46 +02:00
Sven Eberhardt 0bb693172d Lamp post offsets light source to lamp attachment position. 2015-09-16 21:14:09 -04:00
Sven Eberhardt 56ff5bbf27 Lantern: Fix attachment on CreateContents, fix scenario saving and remove lantern dummy.
RejectCollect is not called on CreateContents or other forced entry methods but should still cause the lantern to attach. So move any side-effects to Collection2 instead of direct RejectCollect.

The lantern dummy had Timer=1 and wasn't doing anything. Use a simple overlay instead.

Note that interaction menus still show the lantern always with off-material. But that's a bug in the interaction menu.
2015-09-15 22:41:30 -04:00
Sven Eberhardt 53a002c31f Lantern: Increase light range and color light.
The range wasn't any further than the clonk's natural light which made lamp usage a bit pointless.
2015-09-15 21:48:02 -04:00
Sven Eberhardt bf1596a229 Adjust interaction menu object ordering.
The clonk opening the menu should always have higher priority so the clonk is predictably selected on the left side even if standing behind e.g. a crate.

Other clonks should be behind because interaction with them is rare but having your fellow players stand in front of a building is very common. Allies also tend to run in front just when you opened that menu.
2015-09-15 21:13:53 -04:00
Sven Eberhardt 9ec3ca0304 Fix production menu entries in unowned producer buildings. 2015-09-15 20:50:50 -04:00
Clonkonaut ccccc952fe Make zaphive placement truly random. 2015-09-15 22:42:28 +02:00
Maikel de Vries 71c7cd0a5b add object to block areas from flag ownership
These objects also live in the flag list and for now have only rectangular shapes, more features may come in the future.
2015-09-15 22:25:52 +02:00
David Dormagen 35903e64d9 fixed possible nil-pointer access in interaction menu
I am still not 100% sure in which situation this occurs (see also old comment in line 168). I suspect it happens when an object is removed from the menu and the object check timer ticks just before the inventory timer.
It is possible that this should rather be resolved by removing the inventory check effects when the right conditions are met (aka the menu is removed). IF that is even the cause. Right now I don't think the current situation is too bad, because the check is very lightweight and superflous content check effects will be removed when a new menu is opened on either side anyway.
2015-09-15 21:27:26 +02:00
Sven Eberhardt 1ba28cd3f6 Sequence stores and restores breath of all clonks of watching players. 2015-09-14 22:43:03 -04:00
Maikel de Vries 2dde6fd600 move flag coordinate in area check into flag's script
This allows also for using rectangular ownership shapes, which can be useful for blocking areas.
2015-09-14 20:58:13 +02:00
Clonkonaut c925351b15 Correct Z-sorting for trees. 2015-09-14 17:09:13 +02:00
Sven Eberhardt 94f278ce7f Fix bucket carry transform.
It was upside down.
2015-09-13 13:41:17 -04:00
Sven Eberhardt 4b29c83477 Pass coordinates to ControlThrow. 2015-09-13 13:09:28 -04:00
Sven Eberhardt 0e085e435b Add ControlThrow callback into objects that want to implement custom throwing or even non-throw actions on the throw key. 2015-09-13 13:04:18 -04:00
Sven Eberhardt eb9e640b67 Fix igniter picture in tutorial 0001. 2015-09-13 11:24:28 -04:00
Maikel de Vries 89838bf63f add uniform sphere particle 2015-09-13 13:38:47 +02:00
Sven Eberhardt de7db461fa Fix cave reverb in multiplayer (#1397). 2015-09-13 01:03:26 -04:00
Sven Eberhardt 4e56d94f6f Show interaction menu for crate. 2015-09-13 00:27:14 -04:00
Maikel de Vries 329eaac691 fix foundry collection zone 2015-09-12 22:37:21 +02:00
Maikel de Vries e94af5b87c remove moving flag markers on border crossing
This can for example lead to infinitely moving markers when a border crossing rule is active, and the flag markers move from left to right for ever.
2015-09-12 20:51:16 +02:00
Julius Michaelis 0df19491e7 Get rid of incorrect sRGB headers in png files.
libpng >1.6 keeps nagging because of that.

Quick bash script to do so:
find . -name *.png \
| while read f; do
	n=$(pngcrush -ow -rem allb-reduce "$f" 2>&1 | grep -c 'incorrect sRGB');
	if [[ $n -gt 0 ]]; then
		git add "$f"
	else
		git checkout "$f"
	fi
done
2015-09-12 21:27:53 +09:00
Maikel de Vries ad95a39a1c prevent bubble from growing infinitely large 2015-09-11 23:15:23 +02:00
Maikel de Vries 17d59de20d fix pilot check in airplane for NPCs 2015-09-11 21:25:45 +02:00
David Dormagen 673243c9dd properly handle QueryRejectDeparture everywhere (#1382) 2015-09-11 21:08:38 +02:00
David Dormagen eda0f80a46 added description to Clonk to prevent displaying (null) in buy menu 2015-09-11 20:51:03 +02:00
David Dormagen 30bb5c15a7 moved Bubble sounds to global Sound.ocg folder and also made their names match our naming convention 2015-09-11 20:21:26 +02:00
Maikel de Vries 9dda8d34dc fix splitting of lava bubbles 2015-09-11 20:02:09 +02:00
WinExploder 775820fd92 new alien meteor effect and adjusted meteor light
squashed:
alien meteor: removed commented out stuff in script
Added new particle effect for AlienMeteor
Added missing particle for Alien Meteor :x
Changed meteor light
2015-09-11 20:00:23 +02:00
Maikel de Vries 829837c881 fix loosing balloon on tumbling and reject dropping while hanging 2015-09-11 19:16:13 +02:00
WinExploder f35a46c61f added BoilingLava and BoilingAcid environmental rules
cleaned up boiling lava and boiling acid rule
-Made them adhere to the C4S guidelines, renamed some IDs and made some stuff in scripts more readable.
Prettied up the scripts for the boiling liquid environmental rule
Changed Bubble Behaviour slightly
Und nochmal weil's so schön war
Added BoilingAcid which causes bubbles to rise from Acid on the map
Dark bubbles are explosive
Added boiling Lava environmental rule
2015-09-11 19:08:10 +02:00
Maikel de Vries 358d282ec2 do not perform QueryRejectDeparture when pressing movement keys 2015-09-11 19:04:50 +02:00
Armin Burgmeier f3da8525d0 Prefix most shader defines with "OC_" 2015-09-10 19:45:43 -04:00
Clonkonaut d98134332c Carry heavy objs draw special pickup symbol when holding Shift. 2015-09-11 01:08:54 +02:00
Sven Eberhardt 5b6ba5d980 Fix nil pointer in inventory HUD when inventory slot count of active target is reduced. 2015-09-10 18:52:49 -04:00
Sven Eberhardt 3b522e86ac Fix script error and broken animations in catapult if left and right direction control is given in the same frame. 2015-09-10 18:35:04 -04:00
Sven Eberhardt fe0b85870c Fix division by zero in HUD on undefined health and breath values. 2015-09-10 18:35:04 -04:00
Sven Eberhardt a0deca27b6 Make HUD controller reinitialization after section change more failsafe. 2015-09-10 18:35:03 -04:00
David Dormagen f333df2c73 always show interaction menu for pump & structures in general
The HasInteractionMenu callback of the pump was eaten by the merge. I checked.
2015-09-10 18:23:44 +02:00
Sven Eberhardt e440df645b Fix initial object selection and cycle order when picking up objects.
The check for initial selection was broken because GetIndexOf does not return nil when the index is not found. It returns -1.

The previously intended logic (that never worked) of selecting in direction of the clonk view first may sound intuitive, but is weird in practice when you're standing just on top of an object that is 1px behind you and it selects an item very far away instead. It's particularly counter-intuitive when picking up objects out of the earth while scaling.
2015-09-09 22:51:58 -04:00
Sven Eberhardt 9db8adf44e Add flowers to The Raid.
Also made the rotatable.
2015-09-09 21:24:38 -04:00
Sven Eberhardt 0751a55218 Fix flower skin (the yellow flower skin was never set) and improve flower scenario saving.
Randomized flower colors are not saved in the scenario. Explicit skins (via SetSkin) and custom skins (via SetMeshMaterial) are saved.
2015-09-09 21:09:36 -04:00
Sven Eberhardt 261bef7120 Ignore invisible objects for interaction menu.
They were creating invisible tabs, which was a bit weird.
2015-09-09 19:46:55 -04:00
Clonkonaut b4905b2bcf Rework of Carry Heavy Objects: Pick up with Shift.
No more interaction necessary!
2015-09-10 01:17:44 +02:00
Maikel de Vries 24e18bf7e2 fix clock countdown sound playing for all players 2015-09-09 23:09:26 +02:00
WinExploder bea2ff5731 Updated torch particle effect
squashed:
improved some technical details about the new torch fire
Updated torch particle effect
2015-09-09 19:52:38 +02:00
Maikel de Vries 1f87faded7 add clock as gui element which can be used as a countdown
Thanks to Sven2 for graphics and parts of the script.
2015-09-09 18:27:57 +02:00
Armin d5d7c07712 Add flower
squashed:
flower: fixed darker lighting on flower and made other textures work
-The other textures did not work out of the other .material files. And I have no idea why, because they seem to have been loaded. Maybe the graphic files are not loaded for materials that are not referenced from a mesh-material?
Random flower size
More flower textures
Add flower
2015-09-09 14:52:08 +02:00
Sven Eberhardt c536afefd3 Fix HUD after section change in Deep Sea Mining.
Also fixed a typo, which is a related bugfix and therefore in the same commit.
2015-09-08 23:18:53 -04:00
Sven Eberhardt b126eb6c48 Add upwards nudge when stuck while trying to dig horizontally.
Falling pixels could sometimes get the clonk stuck in a 1px pit and not moving for no apparent reason.

This change also simplifies digging through earth on top of non-diggable materials such as rock by redirecting the clonk upwards when horizontal movement fails.
2015-09-08 18:23:35 -04:00
Sven Eberhardt dbe132e808 Fix clonk dig speed locking to animation.
Note this slows down dig speed. But you can optimize by using  animation canceling.
2015-09-08 18:23:34 -04:00
David Dormagen bfbca4065d inventory: fixed stacking containers displaying no stack count 2015-09-08 19:41:51 +02:00
Maikel de Vries 28fd18f2c5 do not allow carry-heavy objects to enter the crate (#1367) 2015-09-08 18:11:22 +02:00
Sven Eberhardt e444ec534c Fix script error when bucket is transferred into non-producer container.
IsCollectionAllowed is only defined for producers.
2015-09-07 23:39:35 -04:00
Sven Eberhardt a1981ddb0b Enable clicking on bucket in foundry menu to transfer all its earth without opening the bucket contents menu.
This makes building loam 502% less frustrating.
2015-09-07 21:53:17 -04:00
Sven Eberhardt 9981d6cbcc Update bucket usage and description and display a help message when using it wrong.
The description did not fit the new functionality any more.

The help message might be replaced by a smart tooltip once we have better tooltips.
2015-09-07 21:22:40 -04:00
Maikel de Vries 45feecb555 clonk drops balloon if it tumbles due to external events 2015-09-07 23:18:09 +02:00
Maikel de Vries 733a864b63 adjust value of some tools and weapons 2015-09-07 22:34:53 +02:00